Electronic card system and method

ABSTRACT

An electronic game card ( 1 ) comprising a controller and one or more communication devices ( 12 ), all contained within a planar card having three or more sides. The communication devices ( 12 ) allow communications between adjacent cards when two cards are placed close to each other, with one side of each card opposite a side of the other card. An electronic card game method comprising: Defining the number of participants in the game; setting up the game; each participant locates his/her cards on a flat surface, adjacent to each other; performing a setup procedure; automatically recognizing the game configuration; detecting and addition of a new card and automatically responding thereto.

This Application is a National Stage application of and claims prioritybenefit from PCT/IL03/00810, filed on Oct. 9, 2003, which, in turns,claims priority benefit from U.S. Provisional Application Ser. No.60/417,624, filed Oct. 11, 2002.

TECHNICAL FIELD

This invention concerns systems and methods for electronic cards. Theinvention relates in particular to electronic game cards and collectioncards.

BACKGROUND ART

Prior art electronic games may use a board fitted with user interfacemeans such as keyboards and electronic displays, in a fixedconfiguration.

One or more users can therefore play the game by activating the controlsthereon and watching the corresponding display.

A disadvantage with such prior art games is their limited scope. Aftersome time, the players may get bored with the game, as it loses itsnovelty. Moreover, the game program is fixed, thus limiting itsperformance.

It is an objective of the present invention to provide for a novelelectronic card game overcoming the above detailed deficiencies.

SUMMARY

It is an object of the present invention to provide a system and methodfor electronic game cards and collection cards. This object is achievedby an electronic game card system as disclosed in claim 1.

In accordance with the invention, the object is basically accomplishedby providing an electronic game card comprising a controller andcommunication means, all contained within a planar card having three ormore sides. The communication means allow communications betweenadjacent cards when two cards are placed close to each other, with oneside of each card opposite a side of the other card.

The cards are shaped so as to allow stacking cards in a bi-directionalpattern. For example, the cards may be shaped as a planar triangle,square, pentagon or hexagon.

The cards may include user input means comprising push buttons, akeyboard or keypad or a combination thereof. The cards may include useroutput means comprising sound generating means, such as a loudspeaker ora piezoelectric device. Other output means may include display means.

An electronic card game comprises a plurality of stackable cards locatedon a bi-directional pattern adjacent to each other. Each card includes acontroller and communication means.

In a preferred embodiment, each card has a controller and there areinteractions between cards to form a distributed computer system as thecards are placed next to each other. There is no central controller inthe game. In another preferred embodiment, one card is the master, itscontroller controlling the game, whereas the other cards are slaves withminimal computing power.

In one preferred embodiment, there is no need for a board for the game,since the cards themselves, as they are located on a table or a flatsurface next to each other, act as the game board.

In another preferred embodiment, the cards can be placed on a specialboard. The board can give the cards support, power, etc.

The game goal may be for example to build a maze. Each player has partof a maze in the cards, and by adding them to the game he/she can enableroutes or block routes for the opponent. The players can move a“soldier” on the cards that move on the maze.

An electronic card game method may comprise:

-   -   a. defining the number of participants and setting up the game;    -   b. setting up the game parameters;    -   c. detecting additions of cards and automatically responding        thereto;    -   d. allowing each player to enter his/her input into the game and        responding accordingly;    -   e. setting and updating individual parameters for each card;    -   f. allowing each player to add cards, replace cards or        reactivate dead cards;    -   g. distinguishing between card additions during setup versus        additions between rounds, and activating different routines in        each case;    -   h. updating the parameters of the game responsive to a topology        of the game, that is the location of the cards relative to each        other;    -   i. finishing the game according to endgame criteria;    -   j. activating various sound and/or visual effects responsive to        player's actions.

Further objects, advantages and other features of the present inventionwill become obvious to those skilled in the art upon reading thedisclosure set forth hereinafter.

BRIEF DESCRIPTION OF DRAWINGS

The invention will now be described by way of example and with referenceto the accompanying drawings in which:

FIG. 1 illustrates one configuration of the game, comprising two cardswith communications means therebetween

FIG. 2 details a cross-sectional view of the electronic card

FIG. 3 illustrates a game configuration comprising a plurality of cardscommunicating with each other

FIG. 4 details the structure of a card

FIGS. 5, 6 and 7 illustrate three possible configurations of the gameusing a plurality of connected cards

FIG. 8 details communication channels between the cards in a game

DETAILED DESCRIPTION

A preferred embodiment of the present invention will now be described byway of example and with reference to the accompanying drawings.

In one embodiment of the present invention, see FIG. 1, the gamecomprises a plurality of cards 1, each about half a centimeter thick.Each card may include a controller, one or more communication devices,user input means such as push buttons, sound producing means, and one ormore light emitting diodes or LCD or similar display methods.

The stackable cards 1, rectangular in this example, can be located on abi-directional pattern adjacent to each other. Each card includes meansfor joining cards together in a game, such as a controller andcommunication means.

In the present disclosure, numerous specific details are set forth inorder to provide a thorough understanding of the invention. However, itwill be understood by those skilled in the art that the presentinvention may be practiced without these specific details. In otherinstances, well-known methods, procedures, components and circuits havenot been described in detail so as not to obscure the present invention.

Unless specifically stated otherwise, throughout the present disclosure,terms such as “processing”, “computing”, “calculating”, “determining”,or the like, may refer to the actions and/or processes of a computer orcomputing system, or similar electronic computing device, thatmanipulate and/or transform data represented as physical, such aselectronic, quantities within the computing system's registers and/ormemories into other data similarly represented as physical quantitieswithin the computing system's memories, registers or other suchinformation storage, transmission or display means.

Embodiments of the present invention may include apparatus means forperforming the operations therein, such as the electronic control means171 in FIG. 2. Such apparatus may be specially constructed for thedesired purposes, or it may comprise a general-purpose computerselectively activated or reconfigured by a computer program stored inthe computer.

Such a computer program may be stored in a computer-readable storagemedium, such as, but is not limited to, any type of disk includingfloppy disks, optical disks, CD-ROMs, magnetic-optical disks, read-onlymemories (ROMs), random access memories (RAMs) electrically programmableread-only memories (EPROMs), electrically erasable and programmable readonly memories (EEPROMs), magnetic or optical cards, or any other type ofmedia suitable for storing electronic instructions or data, and capableof being coupled to a computer system bus.

The processes and displays presented herein are not inherently relatedto any particular computer or other apparatus. Various general-purposesystems may be used with programs in accordance with the teachingsherein, or it may prove convenient to construct a more specializedapparatus to perform the desired method. The desired structure for avariety of these systems will become apparent from the presentdisclosure. In addition, embodiments of the present invention are notdescribed with reference to any particular programming language. It willbe appreciated that a variety of programming languages may be used toimplement the teachings of the inventions as described herein.

FIG. 1 illustrates two cards 1 in accordance with one embodiment of thepresent invention. The cards 1 may communicate with one another throughone or more communication devices 12 contained in each card.

The communication device(s) 12 on a card 1 may either use an optical,radio frequency and/or direct contact communication (ohmic) link tocommunicate with a corresponding communication device 12 on a secondcard nearby. Communication devices of sufficiently small dimensions tofit on or within a card are well known in communications. For example,the communication device may include a LED as an optical transmitter, aphoto sensor as a receiver, and single chip coder/decoder to:

-   (1) convert outbound data into modulated electric pulse to drive the    LED, and-   (2) to convert the output of the photo sensor into an inbound data    stream.

FIG. 1 thus illustrates one configuration of the game, comprising twoelectronic cards 1 with communications means 12 therebetween. Thecommunications devices 12 of two adjacent cards form a communicationchannel 123.

The manual input means 13 in each card may include push buttons, akeyboard and/or keypad, etc.

The display means 14 may include Light Emitting Diodes (LEDs), LEDmatrix, Liquid Crystal Display (LCD), etc.

The sound generating means 15 may include a loudspeaker, a piezoelectricdevice, etc.

In the embodiment as illustrated, the electronic card 1 is squareshaped, this allowing to connect cards by placing them close to eachother in two dimensions, as further illustrated in FIGS. 3, 5 to 8.

The cards may have other shapes that allow grouping the cards in twodimensions, such as a hexagonal shape (See FIG. 4), triangular oranother bi-directional stackable shape.

Sound generating means can be installed in all the cards or in only partof the cards.

Electrical power can be transferred between cards. Data and power can betransferred over common pins between cards.

The cards may further include means for connecting to a personalcomputer for control, upgrade and/or sound generation.

In a preferred embodiment, each card 1 has a controller and there areinteractions between cards to form a distributed computer system as thecards are placed next to each other. There is no central controller inthe game. In another preferred embodiment, one card is the master, itscontroller controlling the game, whereas the other cards are slaves withminimal computing power. The latter (master/slave) structure is furtherdetailed with reference to FIGS. 5, 6, 7 and 8.

Throughout the present disclosure, it is to be understood that, unlessotherwise stated, the game methods and game structure embodiments mayapply to both of the two abovedetailed embodiments.

FIG. 2 illustrates a cross sectional view of an electronic card 1according to a preferred embodiment of the present invention. Acontroller 171 within the card may contain logic circuits, programmedwith certain functional logic (e.g. game logic and/or rules—in the eventthe card is used as a game card). The controller 171 may either containmemory means and/or may be connected to non-volatile memory means 172,such that certain values associated with the function of the card may bestored in the non-volatile memory 172.

In one embodiment, memory means are only installed in the master card.In another embodiment, memory means are also installed in slave cards.This may increase the cost of the slave cards, however it may enableeach card to preserve its individual status, which may change during thegame.

The controller 171 may receive a user input in the form of an electricsignal produce when a user engages a button 13 on the card. Electricbuttons/inputs/actuators 13 are well known, and any such device, knowntoday or to be devised in the future, may be used with the presentinvention.

Upon engaging a button 13 on a card 1, a signal to the controller 171may activate the controller 171 and may cause the controller to producea communication signal in accordance with some predefined logic orrules. The communication signal may be transmitted by one or more of thecard's communication device(s) 12.

In addition to transmitting a communication signals to other cards, thecontroller 171 on a first card 1 may also receive a communication signalfrom a controller on another card. The other card may or may not be thesame card to which the first card transmitted a communication signal. Insome embodiments of the present invention, a card will both transmit andreceive data when a user activates the controller.

Each card may transmit information to the master card, which controlsthe game serving as its “brains”. As each player pushes a button on afirst slave card to indicate an attack, then on a second slave card todesignate its target, the apparent impression is of communicationsbetween the two slave cards. Actually, each slave card relays the inputinformation to the master card, which decides the outcome of the moveand activates output means accordingly. The players, however, get theimpression of direct interactions between two slave cards.

The communication signals exchanged by two cards 1 may relate to any oneof a number of possible transactions permitted in the course of thegame. For example, the data exchanged may represent digital money,personal contact information, game-related data, etc. Informationrelating to, or derived from data received by a card may be stored onthe card's non-volatile memory.

The exchanged data may be used to determine the location of the cardswith respect to each other. In a preferred embodiment, thisdetermination is made at the master card. The location of the cards maybe used, together with the rules of the game, to decide the outcome ofeach move, successes and losses of players, and to declare the winner.

A card may also include one or more light emitting diodes (LED) 14 andone or more sound producing devices 15 (e.g. piezoelectric speaker). TheLED 14 and/or sound producing devices 15 may be activated by a card'scontroller 171 as a means of communication with a user. Informationrelating to the condition of the card 1 and information relating to thestatus of a transaction with a second card 1 may be communicated to auser of the card as a series of lights flashes and/or sounds.

In one embodiment of the present invention, each card 1 may represent acharacter in a role-playing game such as Dragons and Dungeons.

Statistics and/or status information about a character may be stored ona card's non-volatile memory 172. The game logic for the role-playinggame may be contained in the controller 171 and/or the non-volatilememory 172.

When using a master/slave embodiment, a slave card may include genericbase card which holds and supports a detachable cover card. In thiscase, the cover card provides two elements:

-   1. graphics which exclusively expresses and describes a specific    character, one out of hundreds or thousands characters.-   2. a corresponding electronic (coded) description thereof that can    be identified by any slave card when attached to it.

The base card may be about 3 mm thick, and the detachable cover card maybe thinner, about 1 mm thick for example.

Examples of possible embodiments of the game:

-   1. The slave cards each contains a personality of that card;-   2. The slave cards are generic and identical, however they allow for    mounting coded detachable thin cover cards thereon, with the    detachable cover cards storing each a unique personality.

The codes in the cover cards and slave cards may include a bar code,electrical contacts, a smart card, resistivity, mechanical lugs, etc. A32 bit code may be used.

A sound generating means 15 is located in the master and/or slave card,to emit sounds into the ambient.

A communications devices 12 may be located within the card 1.

The electronic control means 171 may include a controller,microcomputer, microcontroller, etc. or similar means to control theoperation of the device, the interaction with the user through means 13and 14, and the communications with other cards through means 12.

The memory means 172 may include means such as RAM, ROM, EPROM, EEPROM,Flash memory, etc. In a preferred embodiment, the memory may include areplaceable module with additional programs and/or description of thecharacter emulated in each slave card or detachable thin cover card. Thecharacteristics of that character may be changed by replacing the memorycard. A nonvolatile memory is required in this case.

A battery 173 provides electric energy to the card(s). The battery 173is optional—electrical energy may be supplied from an adjacent card, orfrom one card to all the other cards connected together to form thegame. A battery in each card saves the need to transfer power betweencards, however using a common source of energy saves the need toperiodically replace or charge a plurality of batteries and more—itlowers significantly the cost of each slave card and makes it even moreaffordable to the user.

A substrate 16 may be made of paper, cardboard, plastic, wood or anothermaterial.

As two or more cards 1 are brought into proximity with each other, seefor example FIG. 3, and each card is activated, the cards maycommunicate with one another through communication channels 123 and mayengage in a series of transactions or engagements simulating a game suchas Dragons and Dungeons.

An example of a possible game method is detailed below (a game logictable), which may be used to implement a role-playing game on a seriesof cards according to one embodiment of the present invention.

The information stored on a card's non-volatile memory may include suchparameters as the card's inherent value or strength in certain areas.For example, on a card representing a “Prince Character”, the card maystore different values in different memory areas representing differentgame-related attributes such as for example: fighting=5, commerce=7,charm=15, etc.

Components of the game in this example:

-   1. One master card-   2. Five slave cards for each player

Each slave card may accept any of tens of detachable thin cover cards,each coded with specific characteristics.

Examples of two game configurations:

-   1. Each personality is fixedly attached to a slave card or in other    words: each slave card holds non separate personality as a part of    it.-   2. The detachable thin cover cards are separate from the slave cards    and may be attached to slave cards by the players.

In both configurations: Each time a slave is connected to the game, itscode is transferred to the master card, which recognizes it andcontinues the game accordingly. Both the slave characteristics and itslocation affect the game.

Game Method #1

-   1. The game may be played by one or more participants. The game may    include a plurality of rounds, with a turn for each participant in    each. Between the rounds, additional activities may be allowed, for    example adding or removing cards from the game, thereby changing its    configuration.-   2. At the beginning of each game, a setup procedure is performed.    Each player may add one or more cards to the game board. The game    parameters are set up, including various values such as the number    of players, etc. The initial values may include by default the    values of the previous game. The master card may automatically    recognize the game configuration by communicating with the other    cards connected in the game. Each card allows signals to communicate    between cards adjacent thereto, such that all the cards are    functionally connected.-   3. The master card detects any addition of a new card and    automatically proceeds to the next player. A voice indication may    acknowledge the card connection. Pressing the “Start” button on the    master card starts the game.-   4. During the game, each player can only operate cards during his    turn. There may be a predefined time period allocated to each    player. After each player's turn, the game points to the next    player. Alternately, a dedicated button switches the system to the    next player.-   5. Each card may have a set of parameters, defining its status. At    the beginning of the game, each card may be set to a default value.    At some cases, a card may be declared dead or inactive. In this    case, a corresponding indicator is activated, for example a LED    turning OFF. An inactive card will not respond to a participants    commands, however it remains active electronically, for example to    relay signals between adjacent cards or to be reactivated by the    master card. It may participate in display effects as initiated by    the master card.-   6. After each round in the game, according to the rules of the game    as stored in the master card, players may have an opportunity to add    cards, replace cards or activate dead cards. The rules may forbid    removal of cards, permitting only their replacement. The master card    supervises the activities performed by the participants, including    the activation of each card, as well as cards removals, additions or    replacements. If a forbidden activity is performed, the master card    will give an adequate indication and may activate/deactivate each    card according to the rules of the game.-   7. The system may distinguish between card additions during setup    versus additions between rounds, and may activate different routines    in each case. In the former case, the parameters in all the cards    may be set to their default values, whereas in the latter case only    the additional cards may be set to their default values. A card    being reactivated may return to its last known state, with its    corresponding values.-   8. The topology of the game (the location of the cards relative to    each other) affects the operation of the game. The parameters    affected by the topology may include the game speed, the routines    activated, the relative performance of characters, etc. Thus, the    game method is topology-sensitive.-   9. The game is finished when only cards belonging to one player    remain active on board, or when the Master Card is “captured” by one    of the players, or when all the player's cards become inactive.    Other criteria for game end may be defined as well.-   10. The game may include various sound and/or visual effects, which    may be activated from the Master Card, responsive to player's    actions. Such effects may include concurrent activation of display    means in a plurality of cards, and/or concurrent generation of    sounds in various cards. Such effects may dramatically enhance    player's involvement in the game and their pleasure therein.

End of Method.

Game Method #2

-   1. Setting up the game by connecting cards to each other in a    bi-dimensional pattern. The cards may correspond to one or more    participants.-   2. Initial system set-up. The master card communicates with all the    connected cards, learning the present topology. The rules of the    game may include fixed rules and additional rules defined by the    topology. Alternatively, the actual rules of the game are affected    by the topology.-   3. Playing the game, wherein each player in his/her turn activates    controls in one or more cards.-   4. The master cards responds to each player's actions by:    -   a. checking their compliance with the rules of the game,        accepting legal actions and rejecting illegal actions.    -   b. responding to acceptable actions with audio/visual responses        and/or changing the status of the various players and their        cards, according to the rules of the game.-   5. Playing the game, wherein each player in his/her turn adds,    removes, activates and/or deactivates their cards.-   6. The master card responds to each player's actions by:    -   a. checking their compliance with the rules of the game,        accepting legal actions and rejecting illegal actions.    -   b. responding to acceptable actions with audio/visual responses        and/or changing the rules of the game and the status of the        various players and their cards, according to the rules of the        game.-   7. Repeating steps 3 to 6 until a winner is declared, according to    the rules of the game.

End of Method.

In addition to storing a card's inherent value(s), the non-volatilememory may also be used to store data related to a card's condition,score and/or status. For example, in the context of a money card, thenon-volatile memory may store digital data representing digitalcurrency.

In the context of a game card, using Dragons and Dungeons for example,the non-volatile memory may store a card's score. For example, if aparticular card has a history of many favorable engagements with othercards, and thus has collected many points during each engagement, thelarge number of points collected by a card may be stored in the card'smemory. Conversely, if a card has been engaged in a number of losingengagements with other cards, the low score may also be stored in thecard's non-volatile memory. The low score may be stored in the mastercard, which will identify each coded slave card to join the game. Inthis case, there is no need to store game information in the slavecards.

FIG. 4 details the structure of an electronic card 1, hexagonal in thisembodiment. Each side of the card may include either male mechanicalholding means 181, or corresponding female mechanical holding means 182.Furthermore, each side may include a communications device, in thisembodiment either male ohmic contacts 124 or corresponding female ohmiccontacts 125.

The male contacts 124 may be spring-loaded, to allow easy assembly ofcards together, wherein these contact protrude into their femalecounterparts 125. The three contacts may include Ground, In/Outcommunications and electrical power (DC), respectively.

The electrical power contact is optional, in case it is desired totransfer electrical between adjacent cards, or from one card to all theother cards connected together to form the game. It is not needed when abattery is included in the slave, or when the data contact is also usedto transfer power.

The illustration on the upper side of the card 1 may refer to thecharacter emulated by that card, etc. Furthermore, the upper side ofcard 1 may also include manual input means, display means, soundgenerating means, etc.

In a preferred embodiment, there are two basic types of cards, themaster card the slave card. The master card controls the game,communicating with all the slave cards. Slave cards may include each adetachable thin cover card.

The game parameters stored in the master and/or in the slave cards mayinclude the characteristics of each slave card.

An Example of a Game Logic Table

Name Life Energy Hit Defense Wolverine 100 150 15 11 Cyclops 70 100 1211 Jean Grey 60 80 12 8 Rogue 90 120 11 9 Storm 90 130 6 9 Mystique 7080 11 9 Spiderman 140 140 13 12

Each slave card or detachable thin cover card may have a unique identitynumber.

FIGS. 5, 6 and 7 illustrate three possible configurations of the gameusing a plurality of connected electronic cards. In the preferredembodiments illustrated in FIGS. 5, 6, 7 and 8, one card is the master,its controller controlling the game, whereas the other cards are slaveswith minimal computing power. The cards themselves may be each of one ofseveral types, as indicated: a master card 191, an active slave card 192or an inactive slave card 193.

One of the cards may be a master card, including means for communicatingwith the other cards and for controlling the game. In this case, theother cards may be slaves, controlled by the master card.

In one embodiment, each slave card is made of one piece. In anotherembodiment, each slave card comprises a base and a detachable cover,wherein the cover holds the identification and specific properties forthe slave card.

Master card: belongs to one of the players and controls the game,communicating with all the slaves of all players equally. The mastercard may hold all the necessary hardware, software, processor, memory,loudspeaker, energy source, LED's, push buttons, etc., to manage andsupport the whole game. An important feature of the present invention isthat master card is in the same two dimensional size of the slave cardsso it can perfectly fit in any location in the overall layout of theslave cards, but the master card may be higher with respect to the slavecards, so it can contain all the elements described above to support thegame.

Slave card: each belongs to one of the players; they are low cost,allowing players to accumulate a plurality thereof. In case The“personality” of each slave card is contained in the specific slave carditself, then it is no need for the detachable cover cards in the game.

Detachable thin cover card: each belongs to one of the players; they arevery low cost, allowing players to accumulate easily a pluralitythereof. In case the “personality” of each slave card is contained inthe detachable thin cover card, the slave card would be generic, withoutuniqueness or any identification and is used only as a platform to holdand support the detachable thin cover card.

In this case, the detachable thin cover card provides two elements:

-   1. graphics which exclusively express and describe a specific    character, one out of hundreds or thousands characters.-   2. the detachable thin cover card holds corresponding electronic    (coded) description thereof that can be identified by any slave card    when attached thereto.

In a preferred embodiment, sound generating means are only installed inthe master card. Alternately, they may also be installed in slave cards.

The master card controls the game and declares a winner. It may activateor deactivate the slave cards and may generate the various sounds andvisual effects.

Preferably, the power source is located in the master card, with powerbeing transferred to the slave cards through interconnectionstherebetween.

The user can connect the master card to a PC to transfer voice files,upgrades from the manufacturer via the Internet or from media boughtfrom a store. The customer can buy tiny memory devices from toy stores,for example, to be installed in the master card.

FIG. 8 details communication channels between the cards in a game. Thecards may include: master card 191, active slave card 192 and/orinactive slave card 193. According to the topology of the game, thereare formed active channels 126 and/or inactive channels 127.

Various methods may be used for communications between cards in thegame. Following is an example of such a method.

Electronic Card Game (ECG) Communications Protocol

The following is a short description of a communications method:

The ECG protocol enables a low bandwidth, half-duplex data transfer overa network comprising a single Master and multiple Slave nodes connectedto each other by means of point-to-point communication links (i.e. alllinks are electrically isolated; maximum one link is formed between anytwo nodes).

The number of maximal Slave nodes is limited only by the quality ofcommunication links and the maximal acceptable delays. The specifictypes of the links (layer 1) is not important besides the fact that a“Start of byte” indication the received data should be provided forhigher layers. It is implied that each Slave node has also a bridgingcapability with rules specified by the ECG protocol.

Furthermore, the protocol is characterized by:

-   1) Hot Slave insertion/removal support, including position detection    of the new cards-   2) Low propagation delays-   3) Robustness and high noise resistance-   4) Dynamic routing-   5) New cards authentication-   6) Encryption (optional)

End of method.

It will be appreciated that, for simplicity and clarity of illustration,elements shown in the figures have not necessarily been drawn to scale.For example, the dimensions of some of the elements may have beenexaggerated relative to other elements.

While certain features of the invention have been illustrated anddescribed herein, many modifications, substitutions, changes, andequivalents will occur to those skilled in the art. The scope and spiritof the present disclosure includes the various modifications,substitutions, changes, and equivalents, which will occur to thoseskilled in the art.

It will be recognized that the foregoing is but one example of anapparatus and method within the scope of the present invention and thatvarious modifications will occur to those skilled in the art uponreading the disclosure set forth hereinbefore.

1. An electronic game card comprising: a planar card having three ormore sides and a top surface, and forming a platform for holding adetachable thin cover card; controller means in the planar card; one ormore communication means in the planar card and coupled to thecontroller means, wherein the communications between adjacent cards whentwo cards are placed close to each other, with one side of each cardopposite a side of the other card; user input means coupled to thecontroller means; and a code reader coupled to the controller means andconfigured to read a card code from the detachable thin cover cardcoupled to the top surface of the planar card; wherein the planar cardis generic and the thin cover card contains electronic coded descriptionthereof.
 2. The electronic game card according to claim 1, wherein theplanar card is shaped so as to allow stacking planar cards in abi-directional pattern.
 3. The electronic game card according to claim1, wherein the planar card is shaped as a planar triangle, square,pentagon or hexagon.
 4. The electronic game card according to claim 1,wherein the user input means include push buttons, a keyboard or keypador a combination thereof.
 5. The electronic game card according to claim1, further including a user output means.
 6. The electronic game cardaccording to claim 5, wherein the user output means include soundgenerating means.
 7. The electronic game card according to claim 6,wherein the sound generating means include a loudspeaker or apiezoelectric device.
 8. The electronic game card according to claim 5,wherein the user output means include Light Emitting Diodes (LEDs), LEDmatrix or Liquid crystal Display (LCD).
 9. An electronic card gamecomprising: a plurality of cards located on a bi-directional patternadjacent to each other, wherein each card includes a controller and oneor more communication devices, and wherein one of the cards is a mastercard operable to communicate with each card and to activate an output ofeach card according to rules of the games stored therein, wand the restof the cards are generic slave cards each having a personality containedin a detachable thin cover card coupled to a top surface of the genericslave card, each thin cover card having code description thereof thatcan be identified by any of the slave cards when attached thereto. 10.The electronic card game according to claim 9, wherein each slave cardcomprises a generic base for receiving the detachable thin cover cardand means for reading the detachable thin cover card code.
 11. Theelectronic card game according to claim 10, wherein each detachable thincover card contains both a graphic description and a corresponding codeddescription thereof.
 12. The electronic card game according to claim 9,wherein each slave is assigned a unique personality code.
 13. Theelectronic card game according to claim 9, wherein the master cardfurther comprises a power source and interconnections to transfer powerto the slave cards.
 14. The electronic card game according to claim 9,wherein the master card further comprises connector to a personalcomputer.
 15. The electronic card game according to claim 9, wherein themaster card further comprises installable memory device.
 16. Theelectronic game card according to claim 1, wherein the means forallowing communications between adjacent cards includes means forallowing power transfer between adjacent cards and means for allowingdata transfer between adjacent cards.